IRC logs for #openttd on OFTC at 2016-07-09
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03:24:54 <AdmiralKew> I should probably update OTTD and my newGRFs
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04:12:00 <Eddi|zuHause> and now i'm mad. game crashed and last save was like half an hour ago...
04:12:33 <Eddi|zuHause> and in that half an hour i had like 3 instances of "i should save and quit"
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09:26:44 <Leanden> glad you two are here :)
09:26:51 <Leanden> do you know the syntax for using Sound_Events?
09:28:45 <Leanden> 'SOUND_EVENT_START' is defined, but it is not a function.
09:29:15 <Leanden> i assume it needs some kind of switch to call the events
09:29:37 <Leanden> but cant work out how to define the variable
09:30:05 <andythenorth> there will probably be a callback, and you check a value in the cb, and the value will be one of the sound events
09:30:44 <andythenorth> cb -> switch -> return result
09:31:04 <andythenorth> similar to the capacity switch you used the other day
09:31:11 <andythenorth> I’m guessing though
09:31:16 <Leanden> but i dont know what the definition of the variable is
09:31:39 <Leanden> switch(FEAT_TRAINS,SELF,sw_DMU_sound,sound_event){ SOUND_EVENT_START (sound("sfx/dmu_run.wav")); }
09:31:59 <Leanden> 'SOUND_EVENT_START' is defined, but it is not a function. -.-
09:32:33 <andythenorth> getbits(extra_callback_info1, 0, 8)
09:33:00 <andythenorth> it’s in the sound effect cb docs
09:33:11 <andythenorth> so that’s the var
09:33:24 <andythenorth> and the switch values are the sound event(s) you want to handle
09:33:29 <andythenorth> and the return values are sound effects
09:34:16 <Leanden> do you have the link for that doc?
09:34:27 <Leanden> switch(FEAT_TRAINS,SELF,sw_DMU_sound,[getbits(extra_callback_info1, 0, 8)]){ SOUND_EVENT_START (sound("sfx/dmu_run.wav")); }
09:34:32 <Leanden> tried that and got the same error
09:35:00 <Leanden> but the getbits variable seems to refer to GUI sprites
09:35:06 * andythenorth can’t remember how switches work
09:35:26 <andythenorth> I rarely write nml, I have to read the docs every time
09:35:30 <Leanden> "Since OpenTTD r23080 you can use variable getbits(extra_callback_info1, 0, 8) to display different sprites in the GUI and on the map."
09:35:55 <andythenorth> the contents of extra_callback_info1 change for each callback type
09:37:04 <andythenorth> your switch misses a : after SOUND_EVENT_START ?
09:37:16 <andythenorth> nml should have syntax errored on that I would have thought
09:37:50 <andythenorth> you probably don’t need [] around the getbits() var either :)
09:38:24 <Leanden> 'SOUND_EVENT_START' is defined, but it is not a function.
09:38:36 <Leanden> switch(FEAT_TRAINS,SELF,sw_DMU_sound,getbits(extra_callback_info1, 0, 8)){ SOUND_EVENT_START: sound("sfx/dmu_run.wav"); sound("sfx/dmu_run.wav"); }
09:38:47 <andythenorth> not sure in that case
09:39:00 <andythenorth> SOUND_EVENT_START is a constant, so the error is ‘correct'
09:54:04 <Leanden> only thing is the tunnel event doesnt seem to work
09:59:53 <Leanden> i edited the sound files with a wav editor and now it wont play...
10:03:28 <Alberth> it sneakily changed the way of storing the data?
10:04:08 <Leanden> ive reverted back to the original wav for now
10:04:08 <Alberth> eg used a new scheme to save the sound that grfcodec or openttd doesn't support?
10:04:29 <Leanden> i wonder if because its free software its added a watermark of sorts
10:30:22 <Leanden> its mono and 11025 Hz
10:30:47 <Leanden> not sure about the bit size, the editor didnt give that option ;)
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11:46:30 <andythenorth> Alberth: I’m iterating over a list and appending items to the list within the for loop...
11:46:35 <andythenorth> this tends not to finish...
11:46:51 <Alberth> sounds like it's working :p
11:47:17 <andythenorth> I’ll use a list comprehension and extend :
11:48:10 <Alberth> length = len(lst); for i in range(length): ... lst.append(..)
11:48:34 <andythenorth> loc_points.extend([(pixel[0], pixel[1] + 20, pixel[2]) for pixel in loc_points])
11:49:05 <Alberth> I wonder if you even need [ ]
11:49:37 <Alberth> loc_points.extend((x, y+20, z) for x, y, z, in loc_points)
11:50:22 <Alberth> I'd first construct a new list, and extend separately
11:50:44 <Alberth> yeah, makes sense, the [] builds the list completely, breaking your loop
11:52:09 <Alberth> but in general, modifying a list while walking over it goes in my E_TOO_DIFFICULT box :)
11:53:15 <andythenorth> automated cargo sprites is quite neat now
11:54:39 <andythenorth> means I can keep up with V453000 on insane amounts of cargo type displayed
11:56:05 <Alberth> now have 7 loading stages, or what was it? :p
11:56:16 <andythenorth> one loading stage will do :
11:56:44 <andythenorth> no way to part-load a yeti
11:57:09 <Alberth> yeah, I can see that, although I would like having more loading stages
11:58:25 <andythenorth> it would be quite easy to add more later tbh
11:58:43 * andythenorth will consider it
12:01:04 <Alberth> hmm, someone must have been drunk when making this map. A farm at the top of a mountain
12:22:40 <AdmiralKew> So I'm starting over my newGRF collection for the new version
12:22:44 <AdmiralKew> Any recommendations?
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12:25:05 <Alberth> keep the old collection? :)
12:25:42 <Alberth> newgrfs are all very niche, here are no generally must haves
12:26:02 <Alberth> so what you need depends heavily on your type of game play
12:27:41 <AdmiralKew> Well, I've got ECS
12:29:17 <argoneus> good morning train friends
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13:37:04 <Eddi|zuHause> <andythenorth> loc_points.extend([(pixel[0], pixel[1] + 20, pixel[2]) for pixel in loc_points]) <-- that works because extend is called AFTER the loop finished. you generally want to avoid changing the iterator during the loop (e.g. by making a copy())
13:38:31 <andythenorth> ha, yes copy would have worked
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15:24:40 <andythenorth> I’ve drawn paper for trucks that don’t carry paper
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15:46:02 <andythenorth> random variants for some cargos?
15:46:18 <andythenorth> my code already (mostly) supports it
15:48:14 <Eddi|zuHause> i like variations, like the DBSet's random steel variants
15:54:06 <andythenorth> “it’s just one more nested for loop”
15:54:31 * andythenorth only has one pattern of code these days: make nested lists, iterate over them
16:00:26 <Alberth> variation is nice, imho
16:00:48 <Alberth> add a few ducks, like V :p
16:05:17 <andythenorth> is DUCK a cargo label?
16:23:13 <Eddi|zuHause> it's a valid 32bit value, if that's what you mean :p
16:28:59 <Alberth> it is? didn't know K was a legal hexadecimal digit :p
16:29:42 <Alberth> it's an easter egg, there are more, but so far I haven't found others :)
16:29:53 <andythenorth> where cargos are random
16:29:58 <andythenorth> and the vehicle is articulated
16:30:27 <andythenorth> random per articulated unit, or all same (use random from front unit)
16:32:53 <andythenorth> more cargos should use the fire cycle :P
16:33:32 * andythenorth thinks use the lead vehicle random bits
16:35:36 <andythenorth> can’t trigger the random bits on PARENT
16:35:51 <Alberth> that resolves the question :p
16:36:07 <andythenorth> well I could trigger the lead vehicle and the others offset into the random bits with 0x61
16:36:22 <andythenorth> because easy things are boring, right? :P
16:36:52 <andythenorth> does it matter if the vehicle re-randomises on loading?
16:38:00 <andythenorth> TRIGGER_VEHICLE_ANY_LOAD looks a bit odd
16:39:33 <andythenorth> seems to more or less do what I need though
16:39:52 <andythenorth> unless the vehicle is travelling part-loaded and visits a station again for more cargo
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17:28:34 <andythenorth> when graphics generation goes wrong...
17:37:36 <Eddi|zuHause> you want to trigger the graphics chain when empty
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18:06:55 <Peter[FZ]> Hey guys. Short question, if you don't mind. How do I know what version of OpenTTD a server uses? (I need to know since the server and client versions mismatch)
18:07:35 <frosch123> doesn't it exist in-game as well?
18:08:10 <Peter[FZ]> frosch123: Thanks, but this is a private server :/.
18:08:16 <Peter[FZ]> frosch123: I.e. it's unlisted.
18:09:27 <Peter[FZ]> frosch123: And no, I'm afraid the server version number doesn't show up at all (I was as surprised as you) - it lists all sorts of metadata, but not the actual server version number.
18:10:48 <Leanden> i got the sounds working finally
18:10:55 <Leanden> but the steam sounds are atrocious
18:11:11 <frosch123> Peter[FZ]: select the line in the multiplayer window
18:11:18 <frosch123> the panel on the right shows the version number
18:19:37 <andythenorth> got bulk and piece cargo generation working for same vehicle
18:23:13 <Peter[FZ]> frosch123: I can't see the version number anywhere in the panel to the right.
18:23:50 <frosch123> right above your blue thing
18:24:22 <Peter[FZ]> frosch123: It does! So sorry for wasting your time like this! :o
18:24:51 <Peter[FZ]> frosch123: And perhaps a new brain, while I'm out shopping! :)
18:25:34 <Peter[FZ]> frosch123: Thank you for your help and for being such a champ! :) (and to the rest of this channel - the laughter is on me; I gladly accept all charges! :)).
18:29:04 <Peter[FZ]> Again, thank you and have a nice Saturday!
18:29:32 <andythenorth> did anyone do NotRoadTypes yet? o_O
18:30:36 <Leanden> I thought you volunteered andy!?
18:31:34 <andythenorth> busy doing trucks :P
18:31:54 <Leanden> know where i can find some sound samples?
18:31:58 <Leanden> particularly of steam trains?
18:33:08 <andythenorth> GPL compatible sounds are hard to find
18:33:52 <andythenorth> I have looked at buying sounds before
18:34:03 <andythenorth> but invalidates GPL
18:34:31 <Leanden> seen those before rubidium
18:34:33 <andythenorth> or rather, sound license is incompatible with GPL
18:36:58 <Rubidium> alternatively find some location with steam trains and record them yourself
18:37:29 <Leanden> I live near a heritage railway so thats not a terrible idea
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19:07:55 <Samu> the last train server, in the last year
19:08:11 <Samu> I will finally make the topic about trains
19:55:59 <Samu> trains are done, finally
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20:12:28 <Alberth> trains took more time than ships?
20:14:41 <Samu> no, ships are still going on
20:14:52 <Samu> nocab trains was however really slow
20:15:00 <Samu> nocab ships is equally slow
20:16:46 <Samu> how many days is 162 hours?
20:17:06 <Samu> i leave computer on about 12-14 hours / day
20:17:18 <Samu> it took too much time for nocab trains to finish
20:22:07 <DorpsGek> Alberth: 11.5714285714
20:27:26 <Samu> there's still NoCAB ships NPF running
20:29:38 <Samu> once it finishes, i will update every server to 1.6.1 and continue more ship tests
20:32:48 <Wormnest> Maybe time to publish my nocab fork soon then :)
20:38:14 <Alberth> just tune down the limits a bit
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20:46:18 <Wormnest> Especially with ships I wouldn´t go over 500
20:47:08 <Wormnest> Although performance of my fixed nocab should be improved since I did several fixes for ships lately
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